Well it is advanced solars fault to use UUM in the recipe. For GregTech you don't need a Matter Fabricator for any of the items. And well the recipe isn't that complicated. 4 Pieces of Iridium, which are pretty easy to get in the End, a Skyworld in Mystcraft or with Shiny Dust from the TE-Ferrous Ore. Propably need a bit of chrome too, but only 8 or so not too much and rubys are not really rare. At the point at which you can make the matter-fabricator it is kinda cheap, since you need a lot of machines before.
The funny thing is. As soon as you switch GregTech off, you start to miss some of things. The better generators are great, exspecially since they empty your cells. The alternative recipies for batteries or circuits makes it easier to create a lot of machines fast and forcing all machines to produce redpower-ingots leaves you with less types of material independent of the processing-way.
GregTech is a bit tough at the start, which is not only because some of the machines are expensive, but also because they actually need energy. Most IC2-Machines need between 2 and 5 EU/t, which is a joke. The problem with IC2 is that it was the first mod. I even think it might be the oldest mod in FTB at this point, but not sure. And although the coding and such changed often, the overall content of the mod did not. So IC2 was some kind of standard and all mods oriented themself on the IC2-Standard, which made things pretty easy.
I mean player hat his Nano-Armor 6 hours after the server started. Although the Nano-Armor is not that much limited by Greg (only the macerator is more expensive) refilling it is a bit harder. Also CB, Grumm and player also have Q-Suits in literally no time. So GregTech basically just gives people stuff to do. Automating it is a lot of fun and a bit more tricky, since you have to provide a lot of EU permanently. For Starting most people use TE now anyway. Going from there into GregTech and IC2 is not too hard.